/* bzflag
 * Copyright (c) 1993-2020 Tim Riker
 *
 * This package is free software;  you can redistribute it and/or
 * modify it under the terms of the license found in the file
 * named COPYING that should have accompanied this file.
 *
 * THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
 */

/* BillboardSceneNode:
 *  Encapsulates information for rendering a textured billboard.
 */

#ifndef BZF_BILLBOARD_SCENE_NODE_H
#define BZF_BILLBOARD_SCENE_NODE_H

// Inherits from
#include "SceneNode.h"

// Commen headers
#include "OpenGLLight.h"

class BillboardSceneNode : public SceneNode
{
public:
    BillboardSceneNode(const GLfloat pos[3]);
    ~BillboardSceneNode();

    virtual BillboardSceneNode* copy() const;

    void        setLoop(bool = true);
    void        setDuration(float);
    void        resetTime();
    void        updateTime(float dt);
    bool        isAtEnd() const;

    bool        isLight() const;
    void        setLight(bool = true);
    void        setLightColor(GLfloat r, GLfloat g, GLfloat b);
    void        setLightAttenuation(GLfloat c, GLfloat l, GLfloat q);
    void        setLightScaling(GLfloat intensityScaleFactor);
    void        setLightFadeStartTime(float t);
    void        setGroundLight(bool value);

    void        setSize(float side);
    void        setSize(float width, float height);
    void        setColor(GLfloat r, GLfloat g,
                         GLfloat b, GLfloat a = 1.0f);
    void        setColor(const GLfloat* rgba);
    void        setTexture(const int);
    void        setTextureAnimation(int cu, int cv);

    void        move(const glm::vec3 &pos);
    void        setAngle(GLfloat);
    void        addLight(SceneRenderer&);

    void        notifyStyleChange();
    void        addRenderNodes(SceneRenderer&);

protected:
    class BillboardRenderNode : public RenderNode
    {
    public:
        BillboardRenderNode(const BillboardSceneNode*);
        ~BillboardRenderNode();
        void        setColor(const GLfloat* rgba);
        void        render();
        const glm::vec3 getPosition() const override;
        void        setFrame(float u, float v);
        void        setFrameSize(float du, float dv);
    private:
        const BillboardSceneNode* sceneNode;
        float       u, v;
        GLfloat     du, dv;
    };
    friend class BillboardRenderNode;

    void        setFrame();
    void        prepLight();

private:
    bool        show;
    bool        hasAlpha;
    bool        hasTexture;
    bool        hasTextureAlpha;
    bool        looping;
    bool        lightSource;
    bool        groundLight;
    float       width, height;
    glm::vec4   color;
    GLfloat     angle;
    GLfloat     lightColor[3];
    GLfloat     lightScale;
    float       lightCutoffTime;
    int         cu, cv;
    float       t, duration;
    OpenGLLight     light;
    OpenGLGState    gstate;
    BillboardRenderNode renderNode;
};

#endif // BZF_BILLBOARD_SCENE_NODE_H

// Local Variables: ***
// mode: C++ ***
// tab-width: 4 ***
// c-basic-offset: 4 ***
// indent-tabs-mode: nil ***
// End: ***
// ex: shiftwidth=4 tabstop=4
